import { IView2DProps } from "../../../2d"; import { IRenderTextureResource } from "../../../resources/texture/render-texture"; import { ILayerMaterialOptions } from "../../../types"; export interface IDrawOptions { /** * Specifies the resource taken in that will be blurred for the output. * * NOTE: Probably should disable mipmaps if you aren't seeing an output. */ input: IRenderTextureResource; /** Specifies an output resource key to send the results to */ output?: IRenderTextureResource; /** For debugging only. Prints generated shader to the console. */ printShader?: boolean; /** Options to send to the view */ view?: Partial; /** * Allows you to control material options such as blend modes of the post * process effect. */ material?: ILayerMaterialOptions; /** If specified, will only draw a single channel from the target */ channel?: "r" | "g" | "b" | "a"; /** * If channel AND this are set, the channel selected will be rendered in gray * scale */ grayScale?: boolean; } /** * Simply renders in the input target resource to the screen as a full screen * quad. */ export declare function draw(options: IDrawOptions): { views: { screen: import("../../..").ViewInitializer; }; layers: { screen: import("../../..").LayerInitializer; }; };